-- [ Picked text/plain from multipart/alternative ] Rumor has it that a Source license is only 200k ;-)
/ProZak On 30/01/2008, Matt Stafford <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > 'You send valve a check for $1 mil and you get the source code for it.' > Or, send Epic a check for 850k and get an Unreal 3 license ;) > > On Jan 31, 2008 9:15 AM, Ben Mears <[EMAIL PROTECTED]> wrote: > > > -- > > [ Picked text/plain from multipart/alternative ] > > Hmmmm.....interesting. I'll have to try that. Thanks for the suggestion. > > > > On Jan 30, 2008 1:23 PM, Julian Moschüring <[EMAIL PROTECTED]> wrote: > > > > > Well, citadelpart8.mdl from ep2 has 28000 polys and gives the same > error > > > message in hammer: > > > "Too many verts for a dynamic buffer (41468>24576) Tell a programmer > to > > > up VERTEX_BUFFER_SIZE." > > > But it's in game so I guess it is only a limitation of hammer. The > model > > > will propably load if set at runtime. > > > -archy > > > > > > Jeremy wrote: > > > > -- > > > > [ Picked text/plain from multipart/alternative ] > > > > Was just curious about polycount. I realize technically you have too > > > many > > > > vertices. If vertices were shared enough you could have a large > number > > > of > > > > polygons with a smaller number of vertices, provided you don't run > > into > > > any > > > > limit on index buffer size that may be present. In this case the > error > > > is > > > > clearly referring to the vertices. Are the vertices welded/merged > > where > > > > appropriate to reduce them as much as possible without sacrificing > > poly > > > > counts? I don't doubt such high poly models probably work, and > > possibly > > > > pretty well if they are by themselves on a screen or with little > else. > > > But > > > > those sort of poly counts in a typical mod that normally has a > number > > of > > > > players/npcs is going to degrade quickly. It all depends what you're > > > doing. > > > > That degree of detail could fit your project if it's outside the > norm > > of > > > an > > > > FPS mod. Just be aware what the engine was designed and built to do, > > as > > > that > > > > is the reason for the limitations it has. Short of engine level > > > > modifications, which you can't do without getting the engine source, > > > you'll > > > > have to stick within those limits, and work around them if possible. > > > Split > > > > the model into pieces and attach them and stuff like that is > probably > > > the > > > > direction you need to look at to keep that detail level and stay > > within > > > > limits. > > > > > > > > J > > > > > > > > On Jan 30, 2008 12:55 PM, Mark Chandler <[EMAIL PROTECTED]> wrote: > > > > > > > > > > > >> You send valve a check for $1 mil and you get the source code for > it. > > > >> > > > >> Any chance we could see a render of it. Got me interested. :D > > > >> > > > >> > > > >> > > > >> -----Original Message----- > > > >> From: [EMAIL PROTECTED] > > > >> [mailto:[EMAIL PROTECTED] On Behalf Of Ben > Mears > > > >> Sent: Thursday, January 31, 2008 5:19 AM > > > >> To: hlcoders@list.valvesoftware.com > > > >> Subject: Re: [hlcoders] RE: [hlcoders] "Too many verts for a > dynamic > > > >> buffer > > > >> (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE." > > > >> > > > >> -- > > > >> [ Picked text/plain from multipart/alternative ] > > > >> Well, it's a pretty detailed model with a lot of armor and > > accessories. > > > >> I'm > > > >> happy with the model at about 11,000 polys but when I bring it down > > to > > > >> around 5,000 to make it work in game it starts to look pretty bad. > > > Polys > > > >> get > > > >> removed from spots where they need to be, such as his eyes. So, you > > > said > > > >> you > > > >> can't change it without recompiling Hammer and the engine? How > would > > I > > > go > > > >> about doing that? > > > >> > > > >> Thanks for the help Mark. > > > >> > > > >> > > > >> On Jan 30, 2008 12:06 PM, Mark Chandler <[EMAIL PROTECTED]> wrote: > > > >> > > > >> > > > >>> Basically the number is current and max (26791>24576) and your > model > > > >>> detail > > > >>> is to high and will crash the engine. I don't think you can change > > it > > > >>> without recompiling hammer and the engine. > > > >>> > > > >>> Why you need that much detail? > > > >>> > > > >>> > > > >>> > > > >>> -----Original Message----- > > > >>> From: [EMAIL PROTECTED] > > > >>> [mailto:[EMAIL PROTECTED] On Behalf Of Ben > > Mears > > > >>> Sent: Thursday, January 31, 2008 4:52 AM > > > >>> To: hlcoders@list.valvesoftware.com > > > >>> Subject: [hlcoders] "Too many verts for a dynamic buffer > > (26791>24576) > > > >>> Tell > > > >>> a programmer to up VERTEX_BUFFER_SIZE." > > > >>> > > > >>> -- > > > >>> [ Picked text/plain from multipart/alternative ] > > > >>> Hello all. This is my first email to the mailing list and I'm > > writing > > > >>> because I'm really stuck and hope someone can help me out. When I > > > place > > > >>> > > > >> an > > > >> > > > >>> entity and try to load my custom character it causes Hammer to > crash > > > and > > > >>> displays this error message: > > > >>> > > > >>> "Too many verts for a dynamic buffer (26791>24576) Tell a > > programmer > > > to > > > >>> up > > > >>> VERTEX_BUFFER_SIZE." > > > >>> > > > >>> I tried lowering the poly and vertex counts and finally got a > model > > to > > > >>> load > > > >>> but is way below the level of detail I need. I tried several > > versions > > > of > > > >>> the > > > >>> model with varying poly and vertex counts and noticed that the > first > > > >>> number > > > >>> in the error message (26791 in this case) would change as the poly > > and > > > >>> vert > > > >>> counts change. Also, the high poly model will load fine in Face > > Poser. > > > >>> > > > >>> I've tried to research the problem online and haven't found > anything > > > too > > > >>> helpful. The Valve Wiki says I probably have a bug in my code or > > > >>> > > > >> content, > > > >> > > > >>> which doesn't really help me too much. I also got advice to > optimize > > > my > > > >>> map > > > >>> to reduce the vertices but I get the same error message when I try > > to > > > >>> > > > >> load > > > >> > > > >>> the model in a simple room. > > > >>> > > > >>> > > > >>> So, basically I guess I am asking if anyone knows how I can "up > > > >>> VERTEX_BUFFER_SIZE"? I don't really have much experience with > coding > > > and > > > >>> don't have access to a programmer so I'm hoping someone here can > > help > > > me > > > >>> out. Thanks for taking the time to read this and any ideas or > > > >>> > > > >> suggestions > > > >> > > > >>> are greatly appreciated! > > > >>> > > > >>> Ben > > > >>> -- > > > >>> > > > >>> _______________________________________________ > > > >>> To unsubscribe, edit your list preferences, or view the list > > archives, > > > >>> please visit: > > > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > >>> > > > >>> _______________________________________________ > > > >>> To unsubscribe, edit your list preferences, or view the list > > archives, > > > >>> please visit: > > > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > >>> > > > >>> > > > >>> > > > >> -- > > > >> > > > >> _______________________________________________ > > > >> To unsubscribe, edit your list preferences, or view the list > > archives, > > > >> please visit: > > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > >> > > > >> _______________________________________________ > > > >> To unsubscribe, edit your list preferences, or view the list > > archives, > > > >> please visit: > > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > >> > > > >> > > > >> > > > > -- > > > > > > > > _______________________________________________ > > > > To unsubscribe, edit your list preferences, or view the list > archives, > > > please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > -- > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -- > Matt Stafford (Wraiyth) > http://www.wraiyth.com > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders